Showing posts with label faerie. Show all posts
Showing posts with label faerie. Show all posts

16 July 2019

PANT-CAT

Init +5
Melee Atk
 • claw +6 (1d7)
 • bite +5 (1d8 + poison)
AC 17
HD 4d10
MV 50
Act 1d20 + 1d16
SP Stripes-only, Chaos poison, vortex slip, leap 30'
Fort +4
Ref +7
Will +3
AL C

Most often traveling in pairs, a Pant-Cat stalks the wilder lands of Faerie. Like a Cheshire Cat, they can turn nearly invisible — in the case of the Pant-Cat, nothing but their red stripes remain, which can 'lay' across whatever terrain they are in at the time, and "slide" over that terrain when they move. They emit no scent and make no sound when in this form.

The Pant-Cat's Chaotic poison causes paralysis when a DC 12 Fort Save is failed. The recovery from this is accompanied 15% of the time by Corruption (roll randomly for severity and type), and 5% of the time by visiting a random alternate plane of reality for 1d3 rounds.

For each Pant-Cat in a pack, the DC is raised by 2, and the percentage chances are increased by 5%. Thus, when confronted with a pair of Pant-Cats, the poison Save DC is 14, the Corruption is increased to 20% and the Dimensional Slip is raised to 10%; when there are 5 Pant-Cats together, the Save DC is 20, the Corruption to 35% and the Dimensional Slip to 25%.

Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score.

Though native to Faerie, they can be found in other planes of existence and on other worlds, slipping through the time-space vortex by their nature, though rarely.


Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:

Roll 1d8

1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.

2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.

3. The garment will distract foes, granting a +2 to AC on the first round of a fight.

4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.

5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.

6.The garment protects the wearer from fire damage by 1d3 points per round.

7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.

8. The wearer may develop an affinity with one or more extra-planar realms, either gaining ease of access to those realms, or taking on one or more attributes of those realms over time. This property does not manifest itself until after months or years of wear and is at the discretion of the Judge as to it's nature and degree.


Pure Appendix N























10 July 2018

STINKIN' YELLA FAE

Wizards (1977)
Init -1d20
Melee Atk
 • claws +1 (1d6+1)
Sample Ranged Atk
 • crossbow +1d6 -1d8 (1d6)
AC 12
HD n/a
MV 20 or 30
Act 1d20
SP nigh-unkillable
Fort +20
Ref +20
Will +10
AL C

Yella Fae are the combination of Fae and Demons, making them a huge problem when they show up anywhere...

In numbers, they are likely to be employed by powerful, influential beings, such as demon lords, war-like Patrons, and the like, prized for their tenacity. Only a powerful personality could hope to keep large numbers of them acting in anything resembling unison.

They can also show up singly or in small numbers, usually up to the sort of mischief you might expect.

When they are attacked, the damage done by a single blow is the percent chance that they will die from that blow. If they do not die, no damage needs to be recorded; they are no closer to death than they were before the attack.

They can be trained to use almost any sort of weapon, but simply can't focus enough to be any good with any of them, except by accident.

For game mechanical purposes, treat them as a 6 HD creature (for Crit tables, etc.).

Not to cross the streams, but, Glowburners confronted with Yella Fae are 50% likely to be enthralled by them, and 50% likely to be absolutely repulsed by them.


01 May 2018

FOLGOSS

Init +5
Melee Atk
 • decay aura +3 (1d6, 5' radius)
 • wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C

The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.

Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.

Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.



17 April 2018

CUKAHPI

Init +1d10+4
Melee Atk
 • crush +3 (1d3)
 • bite +2 (1d4)
Ranged Atk
 • spark +3 (1d6, 30')
AC 15
HD 8d4+4
MV 10, hover 30
Act 1d20 + 3d16
SP spore aura 10', extra-long limbs
Fort +2
Ref +3
Will +1
AL C

Growing mushrooms from it's back, the Cukahpi is a vile little creature of malice and spite, liking nothing better than to crush and choke living things with its many extendable, tendril-like limbs.

Anyone whose Stamina is below 9 that finds themselves exposed to the Cukahpi is subject to it's spore aura. Any such subject failing a DC 15 Fortitude Save finds their ability to naturally heal hp and ability damage blocked for 1d7 days.

The Cukahpi can use it's d20 Action Die for any sort of action, but can only use it's d16 Action Dice for crush attacks or spark attacks.

Its spark attack must 'rest' for as many rounds as the result of it's damage die, before it can be used again.


Cukahpi is an additional potential monster for the Monster Trainer class to track down and capture. You'll find more such creatures, such as the Nauseapuff, in the Working Class Alphabet zine.



21 August 2017

ROT-PIXIE

Init +0
Melee Atk
 • spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C

Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.

Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.

They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.

If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.

A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.

Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.



BONUS!

BASIC STATS!

ROT-PIXIE
Move: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7


Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.

Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.

They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.

They are repelled by wolf's bane.

A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.

If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.



Derived using Zenopus' Monster Reference Table


12 December 2016

THE DAMNED THING

Init +3
Melee Atk
 • claw +8 (1d6+2)
 • bite +6 (2d4+2)
AC 14+
HD 5d12+6
MV 40
Act 2d20
SP invisible, absolute stealth, AC variance, rake
Fort +8
Ref +9
Will +4
AL C

The Damned Thing is a large, ferocious creature, invisible to men's eyes (and those of Elves, Dwarves, Halflings, Zorbits, and other humanoid creatures). It is content to live it's life alone in the wilderness, but reacts violently if disturbed. And being invisible, it can be difficult to not disturb it.

Owing to the creature's invisible nature, it's Armor Class is variable. If it is facing off with only one opponent, it's AC is higher on average than if a dozen men are in melee with it. If that one opponent can get in their attacks in close proximity, each successive attack will have an easier chance to hit, as will the successive attacks of those dozen men. The Thing's AC changes as follows:

Attack Since
Thing Moved       AC Bonus
1st               1d12
2nd               1d10
3rd-4th           1d8
5th-6th           1d7
7th-9th           1d5
10th+             1d3

Thus, if the single opponent attacks twice in a round (or if new Initiative results mean that they attack twice before the Damned Thing acts again), on their first attack, the creature has an AC of from 15-26, while against the second attack the creature has an AC from 15-24. If a dozen men each have one attack after the creature has acted, the first of them attacks against an AC from 15-26, while "down the line" the eighth of them attacks versus an AC of 15-19.

This simulates "zeroing in" on exactly where the creature is, and what it is shaped like. The Judge is encouraged to drop an extra step or two down the chart for appropriate area effect attacks. For affects that "can't miss" but still need to be targeted at something, consider adding the AC Bonus Die to a Saving Throw, or using the AC Bonus Die in other ways to reflect how difficult it is to target the Thing. Similarly, if the Damned Thing is found in a field of wheat, start the process two or three steps down the chart, to simulate the fact that the "hole" in the wheat gives the creature's location away (though does not reveal it's entire outline).

If the Damned Thing should be caught by surprise use only it's base AC for defense.

If the creature should attack with both claw attacks at once against one target, and both attacks land successfully, it can immediately make a third claw attack against that target.

The creature is completely and utterly silent in all cases and in all of it's actions.


Drawn from the story of the same name by Ambrose Bierce.


21 November 2016

FURRY JELLY

Init +1
Melee Atk
 • topple +5 (1d6 & prone)
 • acid +0 (1d3, numbness)
AC 16
HD 3d8 +3d8 ablative
MV 35
Act 1d20
SP entrap
Fort +5
Ref +3
Will n/a
AL C

A furry jelly is a mass of dark amber gel, roughly the volume of a Clydesdale horse. It is a voracious carnivore. It converts bones it consumes into the shells of the eggs of its numerous offspring. And it extrudes the hair and fur of the animals it consumes as a complete pelt or the like to cover its own surface.

Half of it's Hit Dice represent the heavy fur the thing is covered in, not representing hit points which could theoretically be healed, but only replaced by feeding on more animals. Thus, a brief skirmish might reduce a furry jelly's 'ablative' hit points, but leave it completely unharmed.

It attacks by rearing up and falling down on its prey, knocking them down, covering them, and then dissolving them with acid. A target aware of the attack can roll out from under the creature by making a DC 15 Reflex Save; making this Save by 5 or more avoids the damage altogether.

[Attacks vs. prone victims generally gain a +2 bonus.]

Every time a target is affected by the jelly's acid attack, they are affected by increasing numbness. This takes the form of a -1 to Agility and then -1 Strength from each successive attack. This heals at a rate of 1 point per Turn after the attack is over.

A furry jelly reproduces rapidly, generating one egg for every Hit Die it consumes, approximately HD days after the prey has been consumed. The size of the egg can vary, depending on the size of the prey.



21 June 2016

HHROOUQK

Init +0
Melee Atk
 • none
Ranged Atk
 • none
AC 10
HD 10d8+10
MV 1
Act 1d30 + 1d24
SP spells, infravision 60'
Fort +10
Ref +0
Will +15
AL C

The HHROOUQK* is an amorphous slime with vast intelligence and malevolent intent. The monster has strong mental abilities, represented by spells for ease. It may cast each "spell" once per day, but if it rolls a "lost" result on a spellcheck, it can subsequently try the spell again until it does succeed.

The evil slime is an expert at mentally dominating and controlling humanoids. Use the Charm Person spell to represent this ability, and give it a +7 to the spellcheck roll. Once the HHROOUQK has taken control of someone, it can mentally communicate with them once per day drawing information from their mind and sending new instructions, and when needed can summon them back to itself to reinforce control over them.

The HHROOUQK also has the spell Hepsoj's Fecund Fungi, casting it with an additional +2.

The creature should have 1d10 additional spells (or at least equal to the number of members in the party, if running the "Future Tense" One Page Dungeon Contest entry). Choose 1 each of a Wizard's and a Cleric's 1st Level spells. Work up this way through the levels, until the creature's spell roster is full.


* Pronounced while drawing in a breath and ending with a wet noise in the throat.


[Featured in the One Page Dungeon Contest entry Future Tense from 2015]



29 April 2016

THE BEAST WAITING (IN THE BUSHES [of love])

Init +8
Melee Atk
 • flailing claws +9 (1d16)
 • rasping tail +8 (1d14)
AC 19
HD 8d12
MV 60, fly 10
Act 3d20+2d16
SP life-tether, allsense, green-stealth
Fort +10
Ref +12
Will +10
AL C

"Forty-nine times we fought that beast..."

The Beast Waiting only attacks those who love. Whether that is a romantic emotion, or paternal, or filial or otherwise, only those who exhibit a strong bond to another being can be targeted by this creature. Beings that exhibit no attachment to anyone else (not even a pet) can attack the creature, but the creature cannot attack them back.

When it attacks it's target, the thing brings strong and cherished emotions to the surface of the target's mind. The target may not understand what is happening. The Beast Waiting has no need to fight to the death; harrying it's targets is good enough for it.

It can perceive equally well in all situations: daylight, night, fog, smoke, loud environs, underwater, obscuring magic, and so on.

The Beast Waiting can hide in foliage with near perfect concealment (29-in-30). Even the most expert woodsman could walk right by, say, a bush the thing is hiding in and not notice it was there. It can move among flora with great stealth, being undetected on an 11-in-12 (alternately, use a DC 22 check to detect it hiding, and a DC 20 check when it moves).

When it flies it is nearly silent — but looks for all the world as if it is struggling to get away from something that has snared it.

It cannot simply be killed. When reduced to zero hit points, its towering body melts into a tarry goo, which quickly turns to ash and drifts away on the wind. Because love still exists, it comes back into existence 1d30 days later.

To finally destroy the thing once and for all, the thing's target must concentrate on those they love while fighting the beast. This is something they are going to have to realize for themselves. This concentration must be intense enough to reduce all Action Dice for the round by one step down the Dice Chain. This weakens the thing's life-tether, meaning it can be truly destroyed if killed within the next 1d3 rounds. If a character concentrates so hard as to reduce their Action Dice more than one step, and additional 1d2 rounds of weakening occurs for every additional step down the Dice Chain they take. They must be within 20' of the thing for this weakening to occur.

They say everyone of us has something waiting in the bushes for us.

Below is a chart of suitable details for whenever the thing kills a target...

Killing Strike Details Table
1 - Face removed
2 - Groin sundered
3 - Impaled in three places
4 - All limbs removed
5 - Spatchcocked




07 November 2013

AKTROXIK

Click to Enlarge.
Init +4
Melee Atk
 • Claw +11 (1d8)
 • Bite +9 (1d8 + 1d4 Stamina Drain)
Spellcasting
 • +8 (see below)
AC 13
HD 8d6
MV 35, Fly 40
Act 2d20
SP only hit by magic, spell-abilities, doppelganger
Fort +5
Ref +9
Will +4
AL C

Cast out from the Realm of Faerie, Aktroxik resembles a medium-sized, hairless dog with a vile, human head. His manner is invariably obsequious, but with a sickly air of immanent threat.

Aktroxik is an angler, ever-looking for what he can get from travelers and wanderers. Most are so afraid of just the sight of him that they will give him whatever he asks for, if he will leave them be. Never doubt that he takes advantage of their fright.

Additionally, he is formidably powerful. He can only be harmed by magic, so most of those he crosses paths with never have any hope of driving him off, should the idea strike them. He also has several abilities to call upon, which for convenience are handled similarly to Wizard spells. While they are based on spells from the Rulebook, he cannot lose them from a low casting check, and does not suffer corruption, misfire or taint of any kind, suffering merely from failing to initiate the powers instead. These abilities are:

Enlarge (pg 139) -- While Aktroxik is less than three feet from head to tail, the results should be calculated as if he were man-sized.

Fire Resistance (pg 169)

Invisibility (pg 172)

Water Breathing (pg 235)

Additionally, when he is flying, the twitching, insect-like appendages over his shoulders shiver slightly, like a rattlesnake's tail. Were these limbs to be damaged or severed, it might limit his ability to fly, or eliminate it altogether.

Aktroxik can summon a weak simulacrum of himself, most commonly to create additional fear, but it can also fight alongside himself. This lesser-powered, ersatz self will last until destroyed or until dawn, whichever comes first. He can summon it with the following results of a casting check:

9-15 - Failure

16-17 - Init (acts simultaneously with Atroxik),  Claw +3 (1d6), Bite +3 (1d6), AC 13, HD 8d3, MV 30, Fly 20, Act 1d20, SP -, Fort +2, Ref +2, Will +1

18-21 - Init (acts simultaneously with Atroxik),  Claw +5 (1d8), Bite +5 (1d8 + 1d4-3 Stamina Drain), AC 13, HD 8d4, MV 30, Fly 30, Act 1d20, SP only half-damage from non-magic, Fort +3, Ref +3, Will +2

22-23 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, Fort +5, Ref +3, Will +2

24-26 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +3, Will +3

27-28 - Init (acts simultaneously with Atroxik),  Claw +9 (1d8), Bite +9 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +4, Will +4

23 July 2013

ELKMEN

Init +7
Melee Atk
 • Ram +9 (2d8)
 • Longsword +8 (1d8+2)
Ranged Atk
 • Quills +9 (1d6; 50')
AC 16
HD 4d12
MV 35
Act 2d20
SP split attack, save substitution
Fort +3
Ref +7
Will +3
AL C

Elkmen (also known as Wildemen) are known as Alaphos on their native Fey Plane. They are a proud, animal-like race of beings, who are the hereditary defenders of the Elven hunting grounds, impeding the trespass of all save Elves and their guests. They are a grim and humorless lot, who understand the whims of Men not at all, regarding them with disdain, even to the point of behaving as if they cannot see nor hear humankind (unless the hunting grounds are invaded). They have a long history with the Elves, one of mutual benefit, wherein the Alaphos are far from servants, but more than mere allies; each race admires the other, while secretly glad they are not the other.

An Elkman will attack at range by swinging a forearm and launching one or more quills. He can aim for a single target, or spread the attack against multiple targets. When launching multiple quills, the attack bonus given is simply divided among the number of attacks as they see fit, e.g., two quills at +5 and +4, or at +6 and +3, one each against two targets or both against one target -- up to nine quills against nine targets (each at a +1 bonus) in one round. Each Elkman has 1d4+8 quills growing on each arm at any given time. They can launch quills into a melee with no chance to hit their own kind.

They will engage in melee by ramming a single target with their antlers at a full run, thereafter employing the sword, with which they are adept and cunning.

Once per day they can make a Reflex Save in place of a Fortitude Save, as a supernatural avoidance of calamity.